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        <h1><a href="../index.html">All files</a> / <a href="index.html">src</a> GroupRoom.ts</h1>
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            <div class='fl pad1y space-right2'>
                <span class="strong">58.75% </span>
                <span class="quiet">Statements</span>
                <span class='fraction'>104/177</span>
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            <div class='fl pad1y space-right2'>
                <span class="strong">43.75% </span>
                <span class="quiet">Branches</span>
                <span class='fraction'>14/32</span>
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            <div class='fl pad1y space-right2'>
                <span class="strong">49.29% </span>
                <span class="quiet">Functions</span>
                <span class='fraction'>35/71</span>
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            <div class='fl pad1y space-right2'>
                <span class="strong">61.11% </span>
                <span class="quiet">Lines</span>
                <span class='fraction'>99/162</span>
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<span class="cline-any cline-neutral">&nbsp;</span></td><td class="text"><pre class="prettyprint lang-js">import { Game } from "./Game";
import { Room, RoomEvents } from "./Room";
import { EMatchFromType, IMatchParamsBase, IMatchParamsFromRoomAllPlayer, IMatchPlayerResultWithServer, IMatchResult } from "./tsgf/match/Models";
import { IChangeCustomPlayerProfile, IChangeCustomPlayerStatus, IPlayerInfo, IPlayerInfoPara } from "./tsgf/player/IPlayerInfo";
import { ErrorCodes, IResult, Result } from "./tsgf/Result";
import { ICreateRoomPara, IRoomInfo } from "./tsgf/room/IRoomInfo";
import events from 'events';
import { logger } from "./tsgf/logger";
import { Factory } from "./Factory";
import { IRecvRoomMsg, IRoomMsg } from "./tsgf/room/IRoomMsg";
&nbsp;
export class GroupRoomEvents {
    protected eventEmitter: events.EventEmitter;
&nbsp;
    /**
     */
    constructor() {
        this.eventEmitter = new events.EventEmitter();
    }
&nbsp;
    public dispose() {
        this.eventEmitter.removeAllListeners();
    }
&nbsp;
    /**
     * @internal
     */
    __emitLeaveGroup(roomInfo: IRoomInfo): void { this.eventEmitter.emit('LeaveGroup', ...arguments); }
    /**当前玩家不管什么原因离开了组队(主动离开,主动解散,房间被解散等等),都会触发*/
    public onLeaveGroup(fn: (roomInfo: IRoomInfo) =&gt; void): void { this.eventEmitter.on('LeaveGroup', fn); }
    public <span class="fstat-no" title="function not covered" >offLeaveGroup(</span>fn: (roomInfo: IRoomInfo) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('LeaveGroup', fn); </span>}
&nbsp;
    /**
     * @internal
     */
    __emitJoinGroup(roomInfo: IRoomInfo): void { this.eventEmitter.emit('JoinGroup', ...arguments); }
    /**当前玩家加入到组队后触发*/
    public onJoinGroup(fn: (roomInfo: IRoomInfo) =&gt; void): void { this.eventEmitter.on('JoinGroup', fn); }
    public <span class="fstat-no" title="function not covered" >offJoinGroup(</span>fn: (roomInfo: IRoomInfo) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('JoinGroup', fn); </span>}
&nbsp;
&nbsp;
    /**
     * @internal
     */
    __emitGroupMatchStart(matchReqId: string, reqPlayerId: string, matchParams: IMatchParamsFromRoomAllPlayer) { this.eventEmitter.emit('GroupMatchStart', ...arguments); }
    /**
     * 组队发起了匹配时触发
     * @param fn 
     */
    public <span class="fstat-no" title="function not covered" >onGroupMatchStart(</span>fn: (matchReqId: string, reqPlayerId: string, matchParams: IMatchParamsFromRoomAllPlayer) =&gt; void) { <span class="cstat-no" title="statement not covered" >this.eventEmitter.on('GroupMatchStart', fn); </span>}
    public <span class="fstat-no" title="function not covered" >offGroupMatchStart(</span>fn: (matchReqId: string, reqPlayerId: string, matchParams: IMatchParamsFromRoomAllPlayer) =&gt; void) { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('GroupMatchStart', fn); </span>}
&nbsp;
    /**
     * @internal
     */
    __emitGroupMatchResult(errMsg?: string, errCode?: ErrorCodes, matchResult?: IMatchPlayerResultWithServer) { this.eventEmitter.emit('GroupMatchResult', ...arguments); }
    /**
     * 组队匹配有结果了触发
     * 
     * 注意: 如果是成功的, 则会自动进入房间 (事件: onGroupMatchEnterRoom )
     * @param fn 
     */
    public <span class="fstat-no" title="function not covered" >onGroupMatchResult(</span>fn: (errMsg?: string, errCode?: ErrorCodes, matchResult?: IMatchPlayerResultWithServer) =&gt; void) { <span class="cstat-no" title="statement not covered" >this.eventEmitter.on('GroupMatchResult', fn); </span>}
    public <span class="fstat-no" title="function not covered" >offGroupMatchResult(</span>fn: (errMsg?: string, errCode?: ErrorCodes, matchResult?: IMatchPlayerResultWithServer) =&gt; void) { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('GroupMatchResult', fn); </span>}
&nbsp;
    /**
     * @internal
     */
    __emitGroupMatchEnterRoom(result: IResult&lt;IRoomInfo&gt;) { this.eventEmitter.emit('GroupMatchEnterRoom', ...arguments); }
    /**
     * 当组队匹配成功并进入房间后触发
     * 
     * 如果进入匹配房间失败了就会再尝试回到组队, 可以使用 this.currGroupRoom 来判断是否成功回到组队房间
     * 
     * @param fn result.data === Room.ins.currRoomInfo
     */
    public onGroupMatchEnterRoom(fn: (result: IResult&lt;IRoomInfo&gt;) =&gt; void) { this.eventEmitter.on('GroupMatchEnterRoom', fn); }
    public <span class="fstat-no" title="function not covered" >offGroupMatchEnterRoom(</span>fn: (result: IResult&lt;IRoomInfo&gt;) =&gt; void) { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('GroupMatchEnterRoom', fn); </span>}
&nbsp;
&nbsp;
    /**
     * @internal
     */
    __emitPlayerJoinGroup(player: IPlayerInfo, roomInfo: IRoomInfo): void { this.eventEmitter.emit('PlayerJoinGroup', ...arguments); }
    /**玩家加入当前组队（自己操作的不触发）*/
    public onPlayerJoinGroup(fn: (player: IPlayerInfo, roomInfo: IRoomInfo) =&gt; void): void { this.eventEmitter.on('PlayerJoinGroup', fn); }
    public <span class="fstat-no" title="function not covered" >offPlayerJoinGroup(</span>fn: (player: IPlayerInfo, roomInfo: IRoomInfo) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('PlayerJoinGroup', fn); </span>}
&nbsp;
    /**
     * @internal
     */
    __emitPlayerLeaveGroup(player: IPlayerInfo, roomInfo: IRoomInfo): void { this.eventEmitter.emit('PlayerLeaveGroup', ...arguments); }
    /**玩家退出当前组队（自己操作的不触发）*/
    public onPlayerLeaveGroup(fn: (player: IPlayerInfo, roomInfo: IRoomInfo) =&gt; void): void { this.eventEmitter.on('PlayerLeaveGroup', fn); }
    public <span class="fstat-no" title="function not covered" >offPlayerLeaveGroup(</span>fn: (player: IPlayerInfo, roomInfo: IRoomInfo) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('PlayerLeaveGroup', fn); </span>}
&nbsp;
    /**
     * @internal
     */
<span class="fstat-no" title="function not covered" >    __emitDismissGroup(</span>roomInfo: IRoomInfo): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.emit('DismissGroup', ...arguments); </span>}
    /**当前组队被解散（自己操作的不触发）*/
    public <span class="fstat-no" title="function not covered" >onDismissGroupRoom(</span>fn: (roomInfo: IRoomInfo) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.on('DismissGroup', fn); </span>}
    public <span class="fstat-no" title="function not covered" >offDismissGroup(</span>fn: (roomInfo: IRoomInfo) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('DismissGroup', fn); </span>}
&nbsp;
&nbsp;
    /**
     * @internal
     */
    __emitRecvGroupMsg(msg: IRecvRoomMsg) { this.eventEmitter.emit('RecvGroupMsg', ...arguments); }
    /**收到组队中玩家发的自定义消息*/
    public onRecvGroupMsg(fn: (msg: IRecvRoomMsg) =&gt; void) { this.eventEmitter.on('RecvGroupMsg', fn); }
    public <span class="fstat-no" title="function not covered" >offRecvGroupMsg(</span>fn: (msg: IRecvRoomMsg) =&gt; void) { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('RecvGroupMsg', fn); </span>}
&nbsp;
&nbsp;
    /**
     * @internal
     */
<span class="fstat-no" title="function not covered" >    __emitChangePlayerNetworkState(</span>player: IPlayerInfo): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.emit('RequirePlayerSyncState', ...arguments); </span>}
    /**组队中其他玩家的网络状态变更(离线/上线)*/
    public <span class="fstat-no" title="function not covered" >onChangePlayerNetworkState(</span>fn: (player: IPlayerInfo) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.on('RequirePlayerSyncState', fn); </span>}
    public <span class="fstat-no" title="function not covered" >offChangePlayerNetworkState(</span>fn: (player: IPlayerInfo) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('RequirePlayerSyncState', fn); </span>}
&nbsp;
    /**
     * @internal
     */
<span class="fstat-no" title="function not covered" >    __emitChangeCustomPlayerProfile(</span>changeInfo: IChangeCustomPlayerProfile): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.emit('ChangeCustomPlayerProfile', ...arguments); </span>}
    /**有玩家修改了自定义属性(只要在房间,自己也会收到)*/
    public <span class="fstat-no" title="function not covered" >onChangeCustomPlayerProfile(</span>fn: (changeInfo: IChangeCustomPlayerProfile) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.on('ChangeCustomPlayerProfile', fn); </span>}
    public <span class="fstat-no" title="function not covered" >offChangeCustomPlayerProfile(</span>fn: (changeInfo: IChangeCustomPlayerProfile) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('ChangeCustomPlayerProfile', fn); </span>}
&nbsp;
    /**
     * @internal
     */
<span class="fstat-no" title="function not covered" >    __emitChangeCustomPlayerStatus(</span>changeInfo: IChangeCustomPlayerStatus): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.emit('ChangeCustomPlayerStatus', ...arguments); </span>}
    /**有玩家修改了自定义状态(只要在房间,自己也会收到)*/
    public <span class="fstat-no" title="function not covered" >onChangeCustomPlayerStatus(</span>fn: (changeInfo: IChangeCustomPlayerStatus) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.on('ChangeCustomPlayerStatus', fn); </span>}
    public <span class="fstat-no" title="function not covered" >offChangeCustomPlayerStatus(</span>fn: (changeInfo: IChangeCustomPlayerStatus) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('ChangeCustomPlayerStatus', fn); </span>}
&nbsp;
    /**
     * @internal
     */
<span class="fstat-no" title="function not covered" >    __emitChangeGroup(</span>roomInfo: IRoomInfo): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.emit('ChangeGroup', ...arguments); </span>}
    /**组队房间信息有修改*/
    public <span class="fstat-no" title="function not covered" >onChangeGroup(</span>fn: (roomInfo: IRoomInfo) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.on('ChangeGroup', fn); </span>}
    public <span class="fstat-no" title="function not covered" >offChangeGroup(</span>fn: (roomInfo: IRoomInfo) =&gt; void): void { <span class="cstat-no" title="statement not covered" >this.eventEmitter.off('ChangeGroup', fn); </span>}
&nbsp;
&nbsp;
}
&nbsp;
/**
 * 组队房间功能模块
 * 
 * - 使用房间功能来实现的组队功能模块, 即: 同时只能在`组队房间`或者`普通房间`中
 * - 只要在组队房间中, 组队房间有的事件, 都将由组队房间接管, 房间事件不会触发
 *
 */
export class GroupRoom {
&nbsp;
    /**单例*/
    public static ins: GroupRoom = new GroupRoom(Game.ins, Room.ins);
&nbsp;
    private game: Game;
    private room: Room;
&nbsp;
&nbsp;
    /**
     * 所有事件
     */
    public readonly events = new GroupRoomEvents();
&nbsp;
    protected hookRoomEmitHandler(key: keyof RoomEvents, bindGroupHandler: Function): void {
        let oldFn = this.room.events[key];
        let t = this;
        this.room.events[key] = async function () {
            const args = arguments;
            if (t.currGroupRoom) {
                bindGroupHandler.apply(t, args);
            } else {
                //@ts-ignore
                oldFn<span class="branch-0 cbranch-no" title="branch not covered" >?.a</span>pply(t.room.events, args);
            }
        };
    }
    /**
     * @internal
     */
    constructor(game: Game, room: Room) {
        this.game = game;
        this.room = room;
&nbsp;
        //hook, 区分组队房间和非组队房间, 消息各自走自己的事件
        this.hookRoomEmitHandler('__emitJoinRoom',
            (roomInfo: IRoomInfo) =&gt; this.events.__emitJoinGroup(roomInfo));
        this.hookRoomEmitHandler('__emitRecvRoomMsg',
            (msg: IRecvRoomMsg) =&gt; this.events.__emitRecvGroupMsg(msg));
        this.hookRoomEmitHandler('__emitPlayerJoinRoom',
            (player: IPlayerInfo, roomInfo: IRoomInfo) =&gt; this.events.__emitPlayerJoinGroup(player, roomInfo));
        this.hookRoomEmitHandler('__emitPlayerLeaveRoom',
            (player: IPlayerInfo, roomInfo: IRoomInfo) =&gt; this.events.__emitPlayerLeaveGroup(player, roomInfo));
        this.hookRoomEmitHandler('__emitDismissRoom',
<span class="fstat-no" title="function not covered" >            (r</span>oomInfo: IRoomInfo) =&gt; <span class="cstat-no" title="statement not covered" >this.events.__emitDismissGroup(roomInfo))</span>;
        this.hookRoomEmitHandler('__emitChangeRoom',
<span class="fstat-no" title="function not covered" >            (r</span>oomInfo: IRoomInfo) =&gt; <span class="cstat-no" title="statement not covered" >this.events.__emitChangeGroup(roomInfo))</span>;
        this.hookRoomEmitHandler('__emitChangePlayerNetworkState',
<span class="fstat-no" title="function not covered" >            (p</span>layer: IPlayerInfo) =&gt; <span class="cstat-no" title="statement not covered" >this.events.__emitChangePlayerNetworkState(player))</span>;
        this.hookRoomEmitHandler('__emitChangeCustomPlayerProfile',
<span class="fstat-no" title="function not covered" >            (c</span>hangeInfo: IChangeCustomPlayerProfile) =&gt; <span class="cstat-no" title="statement not covered" >this.events.__emitChangeCustomPlayerProfile(changeInfo))</span>;
        this.hookRoomEmitHandler('__emitChangeCustomPlayerStatus',
<span class="fstat-no" title="function not covered" >            (c</span>hangeInfo: IChangeCustomPlayerStatus) =&gt; <span class="cstat-no" title="statement not covered" >this.events.__emitChangeCustomPlayerStatus(changeInfo))</span>;
        this.hookRoomEmitHandler('__emitRoomAllPlayersMatchStart',
            (matchReqId: string, reqPlayerId: string, matchParams: IMatchParamsFromRoomAllPlayer) =&gt; this.events.__emitGroupMatchStart(matchReqId, reqPlayerId, matchParams));
        //下面的劫持过来后需要定制处理
        this.hookRoomEmitHandler('__emitRoomAllPlayersMatchResult', this.procRoomAllPlayersMatchResult);
        //定制一下离开房间事件, 如果离开的是组队房间需要特殊处理
        let emitLeaveRoomOld = this.room.events.__emitLeaveRoom;
        this.room.events.__emitLeaveRoom = (roomInfo: IRoomInfo) =&gt; {
            if (this._currGroupRoomId === roomInfo.roomId) {
                //如果离开的是组队房间 (组队房主解散房间,被踢,直接调用RoomApi离开等都会导致进入这里), 则需要清理一下
                this._currGroupRoomId = null;
                this.events.__emitLeaveGroup(roomInfo);
            } else {
                //离开的不是组队房间,则照常触发
                emitLeaveRoomOld.call(this.room.events, roomInfo);
            }
        };
    }
&nbsp;
    public async dispose(): Promise&lt;void&gt; {
        this.events.dispose();
        //@ts-ignore
        this.eventEmitter = undefined;
        //@ts-ignore
        this.game = undefined;
    }
&nbsp;
    /**当前所在的组队房间id, 主动退出组队房间,则会被清除, 如果是进入房间则是暂时退出, 之后还可以回到这个组队房间*/
    private _currGroupRoomId: string | null = null;
&nbsp;
    /**
     * 当前如果在组队房间中则能获取到房间信息, (即使在房间中,但不是组队房间依旧返回null)
     */
    public get currGroupRoom(): IRoomInfo | null {
        if (!this._currGroupRoomId || !this.room.currRoomInfo) return null;
        if (this.room.currRoomInfo.roomId !== this._currGroupRoomId) return null;
        return this.room.currRoomInfo;
    };
&nbsp;
&nbsp;
    private async procRoomAllPlayersMatchResult(errMsg?: string, errCode?: ErrorCodes, matchResult?: IMatchPlayerResultWithServer): Promise&lt;void&gt; {
        //触发组队房间匹配结果事件
        this.events.__emitGroupMatchResult(errMsg, errCode, matchResult);
&nbsp;
        //匹配不成功忽略
        <span class="missing-if-branch" title="if path not taken" >I</span>if (!matchResult) <span class="cstat-no" title="statement not covered" >return;</span>
&nbsp;
        //组队房间匹配成功了, 实现自动进入房间的逻辑
        let currGroupRoomId = this._currGroupRoomId!;
        let playerPara = Factory.buildPlayerParaFromInfo(this.room.__gameClient!.currPlayerInfo!);
&nbsp;
        //使用保留房间的方式离开房间,便于之后再回到组队房间
        let leaveRet = await this.room.leaveRoom(true);
        <span class="missing-if-branch" title="if path not taken" >I</span>if (!leaveRet.succ) {
            //离开组队房间还失败...这一般不可能, 除非通讯错误等
            //就当作还在组队房间
<span class="cstat-no" title="statement not covered" >            this._currGroupRoomId = currGroupRoomId;</span>
<span class="cstat-no" title="statement not covered" >            this.events.__emitGroupMatchEnterRoom(Result.transition(leaveRet));</span>
<span class="cstat-no" title="statement not covered" >            return;</span>
        }
        //因为离开操作会让标志被清理, 这里重新设置一下
        this._currGroupRoomId = currGroupRoomId;
&nbsp;
        //离开组队房间后,进入匹配房间
        let joinRet = await this.room.__joinGameServerRoom(matchResult.gameServerUrl, playerPara, matchResult.roomId, matchResult.teamId);
        <span class="missing-if-branch" title="if path not taken" >I</span>if (!joinRet.succ) {
            //进入匹配房间失败了
            //准备回到组队房间
            let backGroupRoomRet = <span class="cstat-no" title="statement not covered" >await this.joinGroup(playerPara, currGroupRoomId);</span>
<span class="cstat-no" title="statement not covered" >            <span class="missing-if-branch" title="if path not taken" >I</span>if (!backGroupRoomRet.succ) {</span>
                //回到组队房间还失败.那没办法了
<span class="cstat-no" title="statement not covered" >                this._currGroupRoomId = null;</span>
<span class="cstat-no" title="statement not covered" >                logger.error('匹配成功,进入匹配房间失败:', joinRet, '尝试回到组队房间还失败:', backGroupRoomRet);</span>
            }
<span class="cstat-no" title="statement not covered" >            this.events.__emitGroupMatchEnterRoom(Result.transition(joinRet));</span>
<span class="cstat-no" title="statement not covered" >            return;</span>
        }
        this.events.__emitGroupMatchEnterRoom(joinRet);
    }
&nbsp;
    /**
     * 如果之前是组队匹配进入新房间的, 则可以离开房间并回到之前的组队房间
     * @returns group 
     */
    public async backGroup(): Promise&lt;IResult&lt;null&gt;&gt; {
        <span class="missing-if-branch" title="if path not taken" >I</span>if (!this._currGroupRoomId) <span class="cstat-no" title="statement not covered" >return Result.buildErr('已经离开组队房间', ErrorCodes.RoomNotIn);</span>
        <span class="missing-if-branch" title="if path not taken" >I</span>if (this.room.currRoomInfo &amp;&amp; this.room.currRoomInfo.roomId === this._currGroupRoomId) {
            //当前已经在组队房间了,直接返回成功
<span class="cstat-no" title="statement not covered" >            return Result.buildSucc(null);</span>
        }
        let playerPara = Factory.buildPlayerParaFromInfo(this.room.__gameClient!.currPlayerInfo!);
&nbsp;
        let ret = await this.joinGroup(playerPara, this._currGroupRoomId);
        return ret;
    }
&nbsp;
    /**
     * 创建一个组队房间并进入, 之前有在其他房间将自动退出, 成功则 this.currGroupRoom 有值
     *
     * @param playerPara
     * @returns groupRoomId
     */
    public async createGroup(playerPara: IPlayerInfoPara): Promise&lt;IResult&lt;string&gt;&gt; {
        let roomPara = {
            isPrivate: true,
            maxPlayers: 99,
            ownerPlayerId: this.game.__myPlayerId,
            roomName: '自定义组队房间',
        };
        let ret = await this.game.__hallClient.createRoom(this.game.__myPlayerToken, roomPara);
        <span class="missing-if-branch" title="if path not taken" >I</span>if (!ret.succ) <span class="cstat-no" title="statement not covered" >return Result.transition(ret);</span>
&nbsp;
        this._currGroupRoomId = ret.data.roomInfo.roomId;
&nbsp;
        let joinRet = await this.room.joinRoom(playerPara, this._currGroupRoomId);
        return Result.transition(joinRet, () =&gt; ret.data!.roomInfo.roomId);
    }
&nbsp;
    /**
     * 加入指定组队房间, 成功则 this.currGroupRoom 有值
     *
     * @param playerPara 玩家信息参数
     * @param groupRoomId 组队房间ID
     */
    public async joinGroup(playerPara: IPlayerInfoPara, groupRoomId: string): Promise&lt;IResult&lt;null&gt;&gt; {
        this._currGroupRoomId = groupRoomId;
        let ret = await this.room.joinRoom(playerPara, groupRoomId);
        <span class="missing-if-branch" title="if path not taken" >I</span>if (!ret.succ) {
<span class="cstat-no" title="statement not covered" >            this._currGroupRoomId = null;</span>
        }
        return Result.transition(ret, () =&gt; null);
    }
&nbsp;
    /**
     * 退出当前组队房间
     * @returns 
     */
    public <span class="fstat-no" title="function not covered" >async </span>leaveGroup(): Promise&lt;IResult&lt;null&gt;&gt; {
<span class="cstat-no" title="statement not covered" >        <span class="missing-if-branch" title="if path not taken" >I</span>if (!this.currGroupRoom) <span class="cstat-no" title="statement not covered" >return Result.buildErr('当前不在组队房间中!', ErrorCodes.RoomNotIn);</span></span>
        let ret = <span class="cstat-no" title="statement not covered" >await this.room.leaveRoom();</span>
<span class="cstat-no" title="statement not covered" >        <span class="missing-if-branch" title="if path not taken" >I</span>if (ret.succ) {</span>
<span class="cstat-no" title="statement not covered" >            this._currGroupRoomId = null;</span>
        }
<span class="cstat-no" title="statement not covered" >        return ret;</span>
    }
    /**
     * 【仅房主】解散当前组队房间
     * @returns  
     */
    public <span class="fstat-no" title="function not covered" >async </span>dismissGroup(): Promise&lt;IResult&lt;IRoomInfo&gt;&gt; {
<span class="cstat-no" title="statement not covered" >        <span class="missing-if-branch" title="if path not taken" >I</span>if (!this.currGroupRoom) <span class="cstat-no" title="statement not covered" >return Result.buildErr('当前不在组队房间中!', ErrorCodes.RoomNotIn);</span></span>
        let ret = <span class="cstat-no" title="statement not covered" >await this.room.dismissRoom();</span>
<span class="cstat-no" title="statement not covered" >        <span class="missing-if-branch" title="if path not taken" >I</span>if (ret.succ) {</span>
<span class="cstat-no" title="statement not covered" >            this._currGroupRoomId = null;</span>
        }
<span class="cstat-no" title="statement not covered" >        return ret;</span>
    }
&nbsp;
&nbsp;
    /**
     * [**在组队房间中才可以发起**] 发起组队匹配请求(请求成功即返回), 成功则组队中所有玩家会自动进入匹配的房间
     * 
     * - 成功发起匹配通知: onGroupMatchStart
     * - 匹配结果的通知: onGroupMatchResult
     * - 匹配成功开始进入匹配房间的通知: onGroupMatchEnterRoom
     * 
     * 另外可由一个玩家调用 queryMatch 等待完整匹配结果(一般所有玩家注册相关通知事件即可)
     *
     * @param matchParams
     * @returns 匹配请求id
     */
    public async requestMatch(matchParams: IMatchParamsBase): Promise&lt;IResult&lt;string&gt;&gt; {
        <span class="missing-if-branch" title="if path not taken" >I</span>if (!this.currGroupRoom) <span class="cstat-no" title="statement not covered" >return Result.buildErr('当前不在组队房间中!', ErrorCodes.RoomNotIn);</span>
        let matchP = matchParams as IMatchParamsFromRoomAllPlayer;
        matchP.matchFromType = EMatchFromType.RoomAllPlayers;
        matchP.matchFromInfo = {};
        let ret = await this.room.__gameClient!.requestMatch(matchP);
        return ret;
    }
&nbsp;
    /**
     * [**在组队房间中才可以发起**] 取消组队匹配请求
     * 
     * 可能发生并发,导致虽然取消成功了,但还是收到了匹配成功的通知
     *
     * @returns
     */
    public <span class="fstat-no" title="function not covered" >async </span>cancelMatch(): Promise&lt;IResult&lt;null&gt;&gt; {
<span class="cstat-no" title="statement not covered" >        <span class="missing-if-branch" title="if path not taken" >I</span>if (!this.currGroupRoom) <span class="cstat-no" title="statement not covered" >return Result.buildErr('当前不在组队房间中!', ErrorCodes.RoomNotIn);</span></span>
        let ret = <span class="cstat-no" title="statement not covered" >await this.room.__gameClient!.cancelMatch();</span>
<span class="cstat-no" title="statement not covered" >        return ret;</span>
    }
&nbsp;
    /**
     * [在组队房间中才可以发起] 查询完整的组队匹配结果
     * 
     * 会等到有结果了才返回!
     * 
     * 注意: 同时只能只有一个玩家进行查询等待,一般使用相关事件来获取结果即可
     *
     * @returns
     */
    public <span class="fstat-no" title="function not covered" >async </span>queryMatch(): Promise&lt;IResult&lt;IMatchResult&gt;&gt; {
<span class="cstat-no" title="statement not covered" >        <span class="missing-if-branch" title="if path not taken" >I</span>if (!this.currGroupRoom) <span class="cstat-no" title="statement not covered" >return Result.buildErr('当前不在组队房间中!', ErrorCodes.RoomNotIn);</span></span>
        let ret = <span class="cstat-no" title="statement not covered" >await this.room.__gameClient!.queryMatch();</span>
<span class="cstat-no" title="statement not covered" >        return ret;</span>
    }
&nbsp;
&nbsp;
&nbsp;
&nbsp;
    /**
     * 发送组队内消息（自定义消息），可以指定全部玩家或部分玩家或其他玩家 来接收
     *
     * @public
     * @param roomMsg 
     */
    public async sendGroupMsg(roomMsg: IRoomMsg): Promise&lt;IResult&lt;null&gt;&gt; {
        if (!this.currGroupRoom) return Result.buildErr('当前不在组队房间中!', ErrorCodes.RoomNotIn);
        let ret = await this.room.sendRoomMsg(roomMsg);
        return ret;
    }
&nbsp;
    /**
     * 修改自己的玩家自定义属性,如果当前在房间中会同时会触发通知(房间中所有玩家)
     *
     * @param customPlayerProfile
     */
    public <span class="fstat-no" title="function not covered" >async </span>changeCustomPlayerProfile(customPlayerProfile: string): Promise&lt;IResult&lt;null&gt;&gt; {
<span class="cstat-no" title="statement not covered" >        <span class="missing-if-branch" title="if path not taken" >I</span>if (!this.currGroupRoom) <span class="cstat-no" title="statement not covered" >return Result.buildErr('当前不在组队房间中!', ErrorCodes.RoomNotIn);</span></span>
        let ret = <span class="cstat-no" title="statement not covered" >await this.room.changeCustomPlayerProfile(customPlayerProfile);</span>
<span class="cstat-no" title="statement not covered" >        return ret;</span>
    }
&nbsp;
    /**
     * 修改自己的玩家自定义状态,如果当前在房间中会同时会触发通知(房间中所有玩家)
     *
     * @param customPlayerStatus
     */
    public <span class="fstat-no" title="function not covered" >async </span>changeCustomPlayerStatus(customPlayerStatus: number): Promise&lt;IResult&lt;null&gt;&gt; {
<span class="cstat-no" title="statement not covered" >        <span class="missing-if-branch" title="if path not taken" >I</span>if (!this.currGroupRoom) <span class="cstat-no" title="statement not covered" >return Result.buildErr('当前不在组队房间中!', ErrorCodes.RoomNotIn);</span></span>
        let ret = <span class="cstat-no" title="statement not covered" >await this.room.changeCustomPlayerStatus(customPlayerStatus);</span>
<span class="cstat-no" title="statement not covered" >        return ret;</span>
    }
&nbsp;
}
&nbsp;</pre></td></tr></table></pre>

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